Unity向量夹角

三维向量夹角

 

Vector3 relative = transform.InverseTransformPoint(target.position);
float angle = Mathf.Atan2(relative.x, relative.z) * Mathf.Rad2Deg;
transform.Rotate(0, angle, 0);

 

二维向量夹角 (v1和v2为两个向量)

Vector3 cross = Vector3.Cross(v1, v2);
float angle = Vector2.Angle(v1, v2);
angle = cross.z > 0 ? -angle : angle;     //unity左手定则,求出夹角

posted @ 2017-10-17 17:32  狂奔的老鳖  阅读(2434)  评论(0编辑  收藏  举报